“Doing R&D for Open Worlds” by Persson

  • ©Emil Persson

Conference:


Type:


Entry Number: 15

Title:

    Doing R&D for Open Worlds

Presenter(s)/Author(s):



Abstract:


    Doing research is a costly and time consuming activity with uncertain return on investment. For small or independent studios without substantial financial backing it can be hard to motivate engaging in research. Today few game studios have dedicated research personnel, even among AAA. Most games are produced either with an off-the-shelf licensed game engine, or a publisher provided engine. Research is mostly done in response to pressing needs where no published algorithms or off-the-shelf solutions are readily available, or done haphazardly by individuals as part of regular day-to-day development.

References:


    Persson, E., and Olsson, O., 2013. Practical Clustered Deferred and Forward Shading. http://advances.realtimerendering.com/s2013/.
    Fauconneau, M., 2014. Fast Forward Clustered Shading. https://software.intel.com/sites/default/files/managed/27/5e/Fast%20Foward%20Clustered%20Shading%20%28siggraph%202014%29.pdf.
    Thomas, G., 2015. Advancements in Tiled Rendering. http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/Advancements-In-Tiled-Rendering.ppsx.

Keyword(s):



PDF:



ACM Digital Library Publication:



Overview Page: